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 New repeatable reserches 
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Joined: Wed Apr 24, 2013 3:10 pm
Posts: 772
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Hi,

I think some new research tiers would be kinda cool so I suggest the following

Refined size specialization, (type) (so weapons, energy, Scanners, cloak ect) 100,000,000 per rank
Effect reduces the space of all modals of that type by 1

Refined efficiency specialization, (type) (so weapons, energy, scanners, claok ect) 100,000,000 per
Increases the numeric effect of the modal by 1% per rank. Note does not work on relays.

Refined mass production factorization (type) (so weapons, energy,scanners,cloak ect) 250,000,000 per rank
decreases upkeep of items of that type by 1% per rank.

Refined building specialization. cost 500,000,000 per max 34 ranks
Reduces the size of the +12 buildings by 1 space per purchase on even purchases, Increases population of population buildings by 20% per rank on odd purchases.


Fri Sep 19, 2014 6:22 pm
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Joined: Sun Aug 03, 2014 6:17 pm
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+1

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Fri Sep 19, 2014 8:14 pm
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Joined: Fri Sep 16, 2011 12:04 am
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1 and 3 need some kind of cap or soft cap as well, or they will disappear into nothing which is kinda broken.
Also, while I can be on board with type 2 for weapon, energy and def, I'm not so sure about scan and cloak. Specifically, it might be problematic if the max scan value escalates as that would require more planet cloaking for safety. And if there is a cap on scan, then cloak would have to be capped to prevent invisible ships.

Just me 2 cents....
how do you type the cent symbol anyhow? I probably can Google but is there a better way?

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Fri Sep 19, 2014 10:30 pm
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Joined: Wed Sep 19, 2012 9:44 pm
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I dont like 1, 2 (too much programing and removing yet further from the benefit of lsbs the size reduction)
3 is ok, upkeep reduction makes sense but tbh 100m research is worth 2.5t credits, I dont see how it would be worth while :P
4 I hate the idea of. to op

Sorry but overall -1

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Sat Sep 20, 2014 1:10 am
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Joined: Fri Dec 28, 2012 3:54 am
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Refined size specialization, (type) (so weapons, energy, Scanners, cloak ect) 100,000,000 per rank
Effect reduces the space of all modals of that type by 1
-1

Quote:
Refined efficiency specialization, (type) (so weapons, energy, scanners, claok ect) 100,000,000 per
Increases the numeric effect of the modal by 1% per rank. Note does not work on relays.
I have, on many occasions lamented the fact that non-scan/cloak/recharge/percentage modules become meaningless over time. I don't think this is the solution, however.

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Refined mass production factorization (type) (so weapons, energy,scanners,cloak ect) 250,000,000 per rank
decreases upkeep of items of that type by 1% per rank.
Not necessary.

Quote:
Refined building specialization. cost 500,000,000 per max 34 ranks
Reduces the size of the +12 buildings by 1 space per purchase on even purchases, Increases population of population buildings by 20% per rank on odd purchases.
This is actually intriguing, but you'd need a hard cap on the increases.

I think changing the SIZE of buildings would be too complicated and OP. But if you could spend an insane amount of research and credits to do like a half-powered Trellith/Stryll upgrade to researched buildings (i.e. +12 becomes +18, Top Rings are +1500, Obvs and Quasis are +1800), that would be kinda neat.

I could imagine a "daily" mission with 100 steps, where each step is 250,000 research and 200 energy, with 100 xp return. Just something really obnoxious. Some nutty person would do it regularly for +18s!


Sat Sep 20, 2014 1:39 am
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Joined: Wed Apr 24, 2013 3:10 pm
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Interesting I see your point about the making large ship builds. What about one that repeat the tree total cost per teir that allows you an extra reserched gun on your ship? (and similarly for everything else except relays oddvously)

reserched buildings are NOT cutting the mustard, I wanted to make them better, we have SOOOOO many 1:1 artifacts that these buildings do not shine like they once did. I have so many warpgates/space elevators/deep phase cutters/processing plants ect that they may as well be basic buildings why haven't my scientest figured out how to reverse engeneer these things? start harvesting their efficentcy. I would have no problem doing it the other way of each teir the +12 buildings get +1 production.


Sun Sep 21, 2014 1:36 am
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Kind of would be nice to have tougher buildings/structures. 1200 for an ob aint stopping anybody. How bout research trees that allow 2400 strcutures Bigger energy structures, more compact, higher upkeep. Another tier for base technology and a few new special base mods...etc. etc..

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Sun Sep 21, 2014 3:23 am
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Interesting I see your point about the making large ship builds. What about one that repeat the tree total cost per teir that allows you an extra reserched gun on your ship? (and similarly for everything else except relays oddvously)
The problem with this is that anybody who has enough research to add additional researched weapons off won't find the increase in attack worth the increase in deck space/upkeep.


Sun Sep 21, 2014 4:55 am
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Joined: Fri Sep 16, 2011 12:04 am
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Pongoloid wrote:
Quote:
Interesting I see your point about the making large ship builds. What about one that repeat the tree total cost per teir that allows you an extra reserched gun on your ship? (and similarly for everything else except relays oddvously)
The problem with this is that anybody who has enough research to add additional researched weapons off won't find the increase in attack worth the increase in deck space/upkeep.


I'm sure ppl would also want extra scan mods, but I'd be against that just like relays...

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Sun Sep 21, 2014 5:08 am
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Joined: Tue Oct 23, 2012 1:07 am
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So for Attack and Defense mods only, make it so that the new slot costs 0 upkeep, 0 deck space (or minimal upkeep and deck space).

Edit* And you must have the max number already installed in order to be able to use them. You can't use a 0 slot if you don't have all 8 researched weapons installed. Also, the 0 spot can't be used by a weapon that is greater attack than the lowest researched weapon installed. Meaning that you can't install 8 Autocannons and then use the 0 slot for a Heavy Quasi Chaotic Blaster. Same for defense.


Sun Sep 21, 2014 8:14 am
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Joined: Wed Apr 24, 2013 3:10 pm
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ok so extra slot = no upkeep (still full space though since the point is to give LSB something neat) only usable if all other slots are filled and the slow will work with the LOWEST upkeep item on board. I am tempted to say even though I am a HUGE fan of invisable planets with our new legion mission to make planets invincable, a scan option isn't that bad.


Sun Sep 21, 2014 2:11 pm
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